Curon's Characters [Archive] - Wizards Community

Post/Author/DateTimePost
DarkKnightCuron

07-01-07, 05:11 PM
Just wanting to get some general feedback from a few people.

Name: Samuel Ronteur
Class and Level: Wizard 1 (Evoker)
Race: Half-Orc
Alignment: Neutral Good
Deity: None/Neutral (recognizes the existence of all gods/goddesses but does not actively worship one in particular)
Size: Medium
Age: 31
Gender: Male
Height: 6'6"
Weight: 240 lbs.
Black eyes
Black Hair
Grey Skin

Origional stats:
STR 9
DEX 11
CON 13
INT 17
WIS 11
CHA 11

After Half-Orc adjustments:
STR 11
DEX 11
CON 13
INT 15
WIS 11
CHA 9

After Middle Age adjustments:
STR 10
DEX 10
CON 12
INT 16
WIS 12
CHA 10

HP: 5
Speed: 30 Feet
AC: 10
Initiative: +4

Fortitude Saving Throw: +1
Reflex Saving Throw: +0
Will Saving Throw: +3

Weapons:

Quarterstaff
Attack bonus: +0
Damage: d6/d6
Critical: x2
Type: Bludgeoning

Dagger (x2)
Attack bonus: +0
Damage: d4
Critical: 19-20/x2
Range: 10 ft
Slashing/Piercing

Light Crossbow
Attack bonus: +0
Damage: d8
Critical: 19-20/x2
Range: 80 ft
Piercing
20 bolts

Skills:
Concentration: 4 ranks (Total bonus = +5)
Decipher Script: 4 ranks (Total bonus = +7)
Knowledge (History): 1 rank (Total bonus = +4)
Knowledge (Local): 2 ranks (Total bonus = +5)
Knowledge (Arcana): 3 ranks (Total bonus = +6)
Knowledge (Geography): 1 rank (Total bonus = +4)
Knowledge (Dungeoneering): 1 rank (Total bonus = +4)
Spellcraft: 4 ranks (Total bonus = +7)

Gear:
Spellbook
Spellpouch
Backpack
Flint & Steel
Bedroll
Sunrod x2
Waterskin

Total load: 30 lbs (Light load)

SP: 9
GP: 65

Feats:
Scribe Scroll (Free)
Improved Initiative

Special Abilities:
Dark Vision (60 ft)
Orc Blood
Arcane Spellcasting
Summon Familiar

Languages:
Common
Orc
Draconic
Goblin
Abyssal

Specialty School: Evocation
Restricted Schools: Necromancy, Illusion

0-level spells: All except Necromancy and Illusion
1st-level spells: Magic Missile, Burning Hands, Shocking grasp, Tenser's floating disk, Shield, Mage Armor

Brief history: Born into a noble family, Samuel was quickly placed into a life of education and ethics, never seeing the true horror of conflict until later on in his life. Having been educated by a small group of wizards, his skill as an evoker grows on a daily basis. Unlike most of his kin, he doesn't bare any scars and is usually calm-voiced and gentle-hearted.

Noteables: Wears glasses


-------------

MORE TO COME!
awroe

07-01-07, 05:14 PM
After Middle Age adjustments:


LG doesn't use age adjustments.
DarkKnightCuron

07-01-07, 05:20 PM
Whoa, seriously? That'll...change things significantly with his ability scores then...

I also need to split up the local knowledge for 1 rank in (Local; Tuf-Fals-Vel Trade Route) and 1 rank in (Local; Core)

Redoing his ability scores...

origional:
STR 8
DEX 10
CON 12
INT 18
WIS 10
CHA 12

After half-orc adjustments:
STR 10
DEX 10
CON 12
INT 16
WIS 10
CHA 10

So his Will saving throw would go down to +2 and...that's about all that changes really.
kenobi65

07-01-07, 05:56 PM
Whoa, seriously? That'll...change things significantly with his ability scores then...

Indeed...LGCS, p. 6, under "Race":

A PC may begin play at any age, height, or weight allowed for their race by page 109 of the PH. Age adjustments to ability scores are not used in LG.

And, in fact, I don't think I've ever seen an RPGA campaign, or a non-RPGA Living-style campaign, that *did* use 'em. Too easy to use 'em to cheese out a "mental" character.

Biggest other comment I'll give you is on the Con score. There was quite the debate on the LG Yahoo group a few days ago about whether Con is important for wizard-types; a few feel that it isn't, but a lot of folks cringe at giving *any* character under a +2 bonus in Con.

For a wizard, with no armor, they do seem to need either a good Dex (to get out of the way), or a good Con (to absorb some damage). You've got not much of either. And, you seem allergic to taking a penalty in an ability score (note the four 10s, which you had to use in order to afford that 18). I'd suggest dropping Wis and/or Cha down to 8 (you can't drop your Str any further), which would free up some build points for Con and Dex.
DarkKnightCuron

07-01-07, 05:57 PM
Ah, I get it now. Thanks for the info. I guess that was kind of what I was trying to do, but, eh, at least he follows the rules now
Frumpkis

07-01-07, 06:12 PM
I second the motion to dump Wis/Cha and boost Con. In keeping with your sheltered, kindhearted half-orc concept, I'd go with dumping Wis before Cha.

Also, you may want to consider taking a few ranks in more "creature knowledges": Know (religion) lets you make knowledge checks on undead, Know (planes) lets you make checks on extraplanar creatures/outsiders.
DarkKnightCuron

07-01-07, 06:21 PM
So by dropping WIS down to 8, I could boost either DEX or CON up by 2 (which would probably go to CON, but DEX would also be a good idea.) Typically, I chosen Mage armor and shield to boost my AC in case I get into some really big trouble. Dropping CHA to 8 would give me more options, sure. So how about...

STR 10
DEX 12
CON 14
INT 16
WIS 8
CHA 8

That would boost his AC to 11, HP to 6, Fort Save to +2, Will save to +1, Reflex save to +1

So...let's try this...

Concentration: 3 ranks (Total bonus = +4)
Decipher Script: 3 ranks (Total bonus = +6)
Knowledge (History): 1 rank (Total bonus = +4)
Knowledge (Local;Tuf-Fals-Vel Trade Route ): 1 rank (Total bonus = +4)
Knowledge (Local; Core): 1 rank (Total bonus = +4)
Knowledge (Arcana): 3 ranks (Total bonus = +6)
Knowledge (Geography): 1 rank (Total bonus = +4)
Knowledge (Dungeoneering): 1 rank (Total bonus = +4)
Knowledge (Religion): 1 rank (Total bonus = +4)
Knowledge (Planes): 1 rank (Total bonus = +4)
Knowledge (Nature): 1 rank (Total bonus = +4)
Spellcraft: 3 ranks (Total bonus = +6)


So now he's a know-it-all, Hahaha.
CdrcJsn

07-01-07, 08:02 PM
I wouldn't bother memorizing either shield or mage armor at low levels. Scribe a spell of each on a scroll (can do before your first adventure) and just use them for emergencies.

In general, casting defensive spells in your first few rounds is not needed unless the bad guys show up right next to you. With proper positioning during a fight, you shouldn't ever have to cast either shield or mage armor (until higher levels when you can cast them as buffs outside of combat).

The best defense a wizard can get at low levels isn't a spell. It's a riding dog with barding. Order it to defend you (out of combat) and you can just forget about it. Always have it between you and any bad guys.
Jesse Heinig

07-01-07, 08:17 PM
Before your first adventure, you have 0 xp, and thus no xp for item creation.

Scribe a spell of each on a scroll (can do before your first adventure) and just use them for emergencies.
Lupo

07-01-07, 08:20 PM
I wouldn't bother memorizing either shield or mage armor at low levels. Scribe a spell of each on a scroll (can do before your first adventure) and just use them for emergencies.

In general, casting defensive spells in your first few rounds is not needed unless the bad guys show up right next to you. With proper positioning during a fight, you shouldn't ever have to cast either shield or mage armor (until higher levels when you can cast them as buffs outside of combat).

The best defense a wizard can get at low levels isn't a spell. It's a riding dog with barding. Order it to defend you (out of combat) and you can just forget about it. Always have it between you and any bad guys.

you cannot scribe scrolls before your first adventure, as you can't spend any XP, but with the 597 LGCS any character can buy all open DMG equipment and some items from other books, even before the first AR.

a wizard hasn't enough money to buy a riding dog before the first AR but can manage to grab a scroll of mage armor and one of magic missile - either use them or copy them in ones spellbook.

ciao

martin m.
Sieylianna

07-01-07, 08:32 PM
A half-orc wizard isn't going to be as effective as a wizard of almost any other raise. You're giving up 4 points of INT to the grey elf wizard.

If you really want to do it, you're going to have to be happy with a sub-par INT score. Starting with an 18 wastes six build points to have a 16. Starting with 16 costs wastes four build points to have a 14. Personally, I wouldn't start with more than 15 and maybe even 14. (Realistically, I wouldn't even try a 1/2 orc wizard. Cleric maybe).

Ed
CdrcJsn

07-01-07, 09:06 PM
Before your first adventure, you have 0 xp, and thus no xp for item creation.

You're right, I wan't thinking.

You're free to buy the scrolls however. Just 25gp more for the two instead of paying xp.
CdrcJsn

07-01-07, 09:09 PM
a wizard hasn't enough money to buy a riding dog before the first AR

I just mentioned low levels for the riding dog, not first. Certainly affordable after the first adventure (or duing if the party gets any treasure in the middle and is near a city).
Lupo

07-01-07, 09:16 PM
A half-orc wizard isn't going to be as effective as a wizard of almost any other raise. You're giving up 4 points of INT to the grey elf wizard.

If you really want to do it, you're going to have to be happy with a sub-par INT score. Starting with an 18 wastes six build points to have a 16. Starting with 16 costs wastes four build points to have a 14. Personally, I wouldn't start with more than 15 and maybe even 14. (Realistically, I wouldn't even try a 1/2 orc wizard. Cleric maybe).

Ed

yea, a wizard half-orc is a starting point for some strange gish builds or beguiler, arcane trickster, unseen seer combo to have a high attack bonus and damage for use with the melee sneak attacks - maybe even a double caster prestige class like mystic theurge or arcane hierophant - but hardly something like a pure wizard of any sort.

while divine casters can get away with a 15 in their primary stat and even with a 14, this hurts like hell for a wizard.

unlike any other caster, ALL casting and most other abilities are tied to this one stat, spells to cast and spells learned, and all the nice skills need lots of skill points too.

ciao

martin m.
Cardinal Teplin

07-02-07, 07:58 AM
Typically, I chosen Mage armor and shield to boost my AC in case I get into some really big trouble.

I wouldn't bother with sheild. It can only be cast on you, and it lasts minutes, meaning that you generally have to spend a round in combat to cast it. You're probably better off boosting your friends or participating in battle than doing this. Most encounters don't last very long, so combat actions are precious.

Mage armour, on the other hand, lasts an hour/level, so can easily be cast before battle. It's also worth casting on rogues, monks, druids, animal companions, and so on, all of whom will be better at fighting hand-hand, and thus more likely to get attacked, than you are.
TWG_Prometheus

07-02-07, 01:42 PM
I don't think there's anything especially wrong with a Half-Orc Wizard. Certainly it's not purely optimal, but Wizards don't have to have a 20 Intelligence to get by.

There are really only a couple things that Intelligence does for a Wizard:
- Maximum spell level castable (A starting 14 or 15 is fine)
- Spells per day (He'll have between 0-2 less spells than any other Wizard you look at. It'll work)
- Number of skill points (He'll still get enough)
- Knowledge/Spellcraft Modifiers (Still good enough)
- Saving throw DCs (He won't match a Grey Elf Wizard, but that's not necessary)

For a Half-Orc Wizard, I'd limit the number of spells you take that allow saving throws, especially ones that only affect a single target. Splashy Fireballs work well enough even with a moderate DC. If you really want to use a saving-throw spell frequently, make sure you like it enough to invest in Spell Focus and Greater Spell Focus for that spell's school. Get Craft Wondrous Item (but what LG Wizard doesn't?) and you'll be fine.

Otherwise, you can still get a ton of mileage out of spells that don't depend on Intelligence at all. Magic Missile, Scorching Ray, Dispel Magic, Haste and other similar spells don't care what your Intelligence is in the slightest as long as you meet the 10+spell level casting req.

You could even drop the starting Intelligence down to 14 (post-racial) since that 15th point is costing you so much. It depends how much you want 16 base Int by level 4.
solbergb

07-02-07, 02:12 PM
while divine casters can get away with a 15 in their primary stat and even with a 14, this hurts like hell for a wizard.

unlike any other caster, ALL casting and most other abilities are tied to this one stat, spells to cast and spells learned, and all the nice skills need lots of skill points too.




That said - there are a lot of excellent spells on the wiz/sor list that do not require saving throws and certainly if he goes with the 16, he's got plenty of intelligence.

(whose 16 starting cha sorceress has done just fine, thank you very much heh)

Concur on the 10 dex/10 con stuff though. If it was me, I'd drop two of wis, dex or cha to 8 to get the con to 14 (fits the hulking, brutish image of a halforc if he's kinda slow, but he should be moderately tough)